class_name TilemapNavigation extends Node var tilemap_types: TileMapTileTypes = TileMapTileTypes.new() # var world: World = null var player: PlayerManager = null # # Dictionary[Vector2i, Array[Vector2i]] (target, path) var found_paths: Dictionary = {} var failed_positions: Array[Vector2i] = [] var chosen_path: Array[Vector2i] = [] func game_tick_start() -> void: found_paths = {} failed_positions = [] chosen_path = [] func game_tick_end() -> void: world.tilemap_nav_vis.clear_cells() # use tilemap_types.NAVIGATION_CHECKED, tilemap_types.NAVIGATION_FAILED and tilemap_types.NAVIGATION_CHOSEN for path in found_paths.values(): for pos in path: world.tilemap_nav_vis.set_cell(pos, tilemap_types.NAVIGATION_CHECKED) for pos in failed_positions: world.tilemap_nav_vis.set_cell(pos, tilemap_types.NAVIGATION_FAILED) for pos in chosen_path: world.tilemap_nav_vis.set_cell(pos, tilemap_types.NAVIGATION_CHOSEN) func is_within_radius(position: Vector2i, center: Vector2i, radius: int) -> bool: return manhattan_distance(position, center) <= radius func manhattan_distance(a: Vector2i, b: Vector2i) -> int: return abs(a.x - b.x) + abs(a.y - b.y) var walking_directions: Array[Vector2i] = [Vector2i(0, -1), Vector2i(0, 1), Vector2i(-1, 0), Vector2i(1, 0)] var f_score: Dictionary = {} func find_path_allow_neighbors(start_position: Vector2i, end_position: Vector2i, max_radius: int = -1) -> Array[Vector2i]: if world.is_walkable(end_position): # check the tile itself first, then check the four surrounding tiles var path: Array[Vector2i] = find_path(start_position, end_position, max_radius) if path.size() != 0: return path else: for direction in walking_directions: var neighbor: Vector2i = end_position + direction var path: Array[Vector2i] = find_path(start_position, neighbor, max_radius) if path.size() != 0: return path return [] func find_path(start_position: Vector2i, end_position: Vector2i, max_radius: int = -1) -> Array[Vector2i]: var path: Array[Vector2i] = _find_path_internal(start_position, end_position, max_radius) if path.size() > 0: found_paths[end_position] = path else: failed_positions.append(end_position) return path func _find_path_internal(start_position: Vector2i, end_position: Vector2i, max_radius: int = -1) -> Array[Vector2i]: if max_radius > -1 and not is_within_radius(end_position, start_position, max_radius): return [] if not world.is_walkable(end_position): return [] var check_nodes = PriorityQueue.new() # lowest f_score var came_from: Dictionary = {} var g_score: Dictionary = {} var walkable_cache: Dictionary = {} f_score = {} var visited_nodes: Dictionary = {} check_nodes.insert(start_position, 0) g_score[start_position] = 0 f_score[start_position] = manhattan_distance(start_position, end_position) * 1.1 # Heuristic weighting while not check_nodes.empty(): var current: Vector2i = check_nodes.extract() if current == end_position: var path: Array[Vector2i] = [] while current in came_from: path.insert(0, current) current = came_from[current] path.insert(0, start_position) return path visited_nodes[current] = true for direction in walking_directions: var neighbor: Vector2i = current + direction # Combine checks for early skipping if neighbor in visited_nodes or (max_radius > -1 and not is_within_radius(neighbor, start_position, max_radius)): continue if not walkable_cache.has(neighbor): walkable_cache[neighbor] = world.is_walkable(neighbor) if not walkable_cache[neighbor]: continue var cost: int = world.tilemap_ground.get_custom_data(neighbor, "cost", 1) var tentative_g_score: int = g_score.get(current, INF) + cost if tentative_g_score < g_score.get(neighbor, INF): came_from[neighbor] = current g_score[neighbor] = tentative_g_score f_score[neighbor] = tentative_g_score + manhattan_distance(neighbor, end_position) * 1.1 # Heuristic weighting if not check_nodes.contains(neighbor): check_nodes.insert(neighbor, f_score[neighbor]) return []